ToME: the Tales of Maj'Eyal

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 Post subject: Re: Revamped Wyrmic
PostPosted: Fri Jun 21, 2019 2:47 pm 
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Cornac

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 36
Hi!

It looks like there's a problem with venom, which is very strange since I didn't change any of venom's functionality since 0.5.4.
It turns out the problem was in how I was creating the new Ice Walls. :oops:

Thanks for reporting this bug so quickly.


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 Post subject: Re: Revamped Wyrmic
PostPosted: Sat Jun 22, 2019 4:18 am 
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Low Yeek

Joined: Wed Oct 24, 2018 3:56 am
Posts: 9
Hi!

Thanks for the quick fix!

I no longer generating errors when using talents!


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 Post subject: Re: Revamped Wyrmic
PostPosted: Fri Nov 15, 2019 2:55 am 
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Cornac

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 36
A new version is out that brings over some of the changes that Wyrmics got in 1.6, namely better support for shields (the off-hand equipment type) and a more fun tornado.


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 Post subject: Re: Revamped Wyrmic
PostPosted: Sun Nov 17, 2019 1:57 pm 
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Thalore

Joined: Sun Mar 09, 2014 5:07 am
Posts: 158
Just dropping by to say I am glad to see this mod is still being updated! This is what wyrmic should be like, and I think this is a worthy candidate to replace the vanilla wyrmic. Dragon's Scorn is quite overpowered though, but other than that I think the mod is in a pretty good spot.

Just had a very short run with Scourge Wyrmic. I haven't noticed any bug, but I found the wing visual effect for Racing Wings is now gone for all aspects. I was playing with the 1.6.1 beta


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 Post subject: Re: Revamped Wyrmic
PostPosted: Thu Nov 21, 2019 10:20 pm 
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Higher

Joined: Wed Mar 12, 2014 10:30 am
Posts: 78
I get

Code:
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data-revamped-wyrmic/talents/gifts/aspect-fire.lua:66: attempt to index global 'damtypeDamageType' (a nil value)
stack traceback:
   /data-revamped-wyrmic/talents/gifts/aspect-fire.lua:66: in function </data-revamped-wyrmic/talents/gifts/aspect-fire.lua:50>
   /engine/interface/ActorTalents.lua:1136: in function 'callTalent'
   /mod/class/Actor.lua:5953: in function 'fireTalentCheck'
   /mod/class/interface/Combat.lua:1117: in function 'attackTargetHitProcs'
   /mod/class/interface/Combat.lua:644: in function 'attackTargetWith'
   /mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'attackTargetWith'
   /mod/class/interface/Combat.lua:182: in function 'attackTarget'
   /data/talents/misc/misc.lua:81: in function </data/talents/misc/misc.lua:54>


When Flickering Embers tries to proc while I'm using a shield. I disabled all other non-DLC addons to confirm this because it's pretty easy to replicate.

Flickering Embers, Devour, and Claw Sweep say they attack with the shield, while Dissolve, Tremorsense, Tentacle Wings, and Earthquake do not. This may be intentional, but it feels weird and makes me not want to use shields anyway.

A minor thing here, but the description of Venomous Strikes says "12 damage over 4 turns" which would mean 3 damage per turn for four turns. It actually does 12 damage per turn for four turns, or 48 damage over 4 turns. Some things in this game use one wording (Lacerating Strikes is 100% over 4 turns, meaning 25% per turn, and a regen infusion is 100 over 5 turns, meaning 20 per turn) while other things use the other (apply poison lists the per turn damage and then a duration) but what those wordings actually mean is consistent in my experience.

In my actual run with one of these guys, ice wall's graphics were appearing one tile above where they should and then I died while fighting the scourge wyrm after an error of some kind gave me 7,000 equilibrium, but I forgot to get the error report for that, so it's probably not too useful to you :/

I did have some random other addons active in that run so it's entirely possible that wasn't your fault.


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 Post subject: Re: Revamped Wyrmic
PostPosted: Fri Nov 22, 2019 4:29 pm 
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Cornac

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 36
I've fixed the bug with Flickering Embers, thanks for pointing that out.

I've updated the description for Venom to say 'X damage per turn'.

I distinctly remember adding shield attacks to not-dissolve, but when I looked they were gone. :oops: I've added them back in.
Tentacle Wings now includes a shield attack, and says so in the description.
Tremorsense and Earthquake do not include shields, and that's intentional. I wanted that aspect to relatively better to 2-hand. I'm open to changing it to do so a different way, though. Consistently applying shield hits and giving something extra there only might be more elegant.

I will try to find the 7000 equilibrium problem. Were you by any chance using Raze and Prismatic Burst together? That's the only talent that does anything weird with Equilibrium, and if you hit a roomful of scourges 15 times each, and each hit somehow triggered Burst to apply it's Equilibrium 'cost', and you were on Decaying Ground, that could do it.
Edit: Burst was definitely doing something wrong, which I've added a check for.


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 Post subject: Re: Revamped Wyrmic
PostPosted: Fri Nov 22, 2019 5:35 pm 
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Higher

Joined: Wed Mar 12, 2014 10:30 am
Posts: 78
I absolutely was using both Raze and Prismatic Burst, so that's probably it. I wasn't expecting you to be able to figure anything out from that, that's cool.


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